An achievement is a reusable player condition. It can have its own reward, serve as a row in a task and contribute to membership levels. If a goal is used only once, an Inline condition inside a task is simpler; make an achievement when several mechanics should refer to it.
Achievement fields
| Field | Meaning |
|---|---|
| Name, description, picture | Presentation to players when client visibility is enabled |
| Signal | Visits, logins, minutes, spending, points earned, account age, cases opened or friends invited |
| Target | Minimum signal units, for example 600 minutes |
| Period | Day, week, month or lifetime; account age has no selectable period |
| Maximum completions per period | Repeat limit in one period; protects against duplicate prizes |
| Filters | Host groups and schedule for eligible signals; apps for app time; selected cases for openings |
| Ignore user groups | Excluded groups cannot participate even if their actions match |
| Locations, start and end dates | Where and when the condition operates |
| Achievement reward | Optional: an achievement may be used only by tasks or levels |
| Visible to clients, Active | An active hidden achievement still works; a paused one should not grant |
Reuse an achievement
Create “Night player”: 120 session minutes this week on VIP hosts between 22:00 and 06:00. In a task, choose Achievement → Night player and set ×3 if three completions are needed. In membership level Points mode, give this achievement ladder score; in Requirements mode, require a number of its completions for one tier.
A reference does not copy the achievement settings. Changing its signal or filters changes future checks for connected tasks and levels. Before editing a shared achievement, review those references. An achievement's own reward and its task's reward are separate grants; do not configure both by accident if you want a single prize.